2018年区块链游戏产业白皮书

资讯 2024-06-23 阅读:31 评论:0
美化布局示例

欧易(OKX)最新版本

【遇到注册下载问题请加文章最下面的客服微信】永久享受返佣20%手续费!

APP下载   全球官网 大陆官网

币安(Binance)最新版本

币安交易所app【遇到注册下载问题请加文章最下面的客服微信】永久享受返佣20%手续费!

APP下载   官网地址

火币HTX最新版本

火币老牌交易所【遇到注册下载问题请加文章最下面的客服微信】永久享受返佣20%手续费!

APP下载   官网地址

《2018年区块链游戏产业白皮书》由ChinaJoy、DappReview、Cocos、INB硬币资本四方联合制作并发布。

The White Paper on the Sector Chain Game Industry 2018 was jointly produced and published by ChinaJoy, DappReview, Cocos, INB coin capital quadripartitely.



游戏行业过去20年作为一个朝阳行业保持了高速增长。整个行业目前游戏用户共5.8亿,其中手游用户5.5亿,页游用户2.6亿,端游用户1.6亿。整个市场规模2500亿元,其中手游1161亿元,端游649亿元,页游156亿元,海外市场约500亿元。行业诞生了上市、挂牌企业共343家,其中A股151家,H股26家,美股8家,新三板挂牌企业158家。

The game industry has grown at a high rate over the past 20 years as a yang industry. The industry currently has 580 million game users, of which 550 million are hand-held, 260 million are page-trip users and 160 million are end-to-end users. The market size is 250 billion yuan, of which 64.9 billion are hand-to-hand, 15.6 billion are page travel, and about $50 billion are overseas. The industry has been born to 343 listed and listed businesses, of which 151 are A, 26 are H, 8 are United States and 158 are new three-boarded.

游戏行业的20年爆发式的增长与迭代,本质上是需求端与供给端的红利释放与变革所带来的双重波动影响。

The 20-year boom in the game industry is essentially a double volatility effect of demand-side and supply-side dividend release and change.

1.1 需求分析

从需求角度看,本质上是3次交互界面迁移,在不同的阶段为市场需求的扩张提供了需求红利:

From a demand perspective, three inherently interactive migrations provide demand dividends for the expansion of market demand at different stages:

端游红利阶段

endstream dividend

2002年,网民数量突破5000万,网吧是当时主要的上网场所,游戏和IM是网民最主要的两大上网活动。

In 2002, the number of Internet users reached 50 million, the main Internet cafe at the time, and games and IM were the two main Internet activities of the Internet users.

页游红利阶段

page tour dividend

2007年,网民数量破2亿,Flash 9宣布支持Action Script3,用Flash开发的页游品质大大提高,非重度游戏用户带动休闲游戏市场爆发。

In 2007, with 200 million Internet users, Flash 9 announced its support for Action Script 3, the quality of the page tours developed with Flash has been significantly improved, and non-heavy game users have led to the outbreak of the leisure game market.

手游红利阶段

hand-walking dividend

2013年,手机超过PC成为主要的上网设备,游戏满足了人们碎片化时间的娱乐需求,这一阶段网游用户总量增速下降,但游戏时长增加。

In 2013, mobile phones overPC became the main Internet access device, and games met the recreational needs of people's time of fragmentation, a period during which the total number of Internet users decreased but the number of games increased over time.

1.2 供给分析

从供给角度看,厂商的商业模式探索是用户渗透率提高的主要因素,厂商的渗透探索主要分为以下四个阶段:

From a supply point of view, business model exploration by manufacturers, which is a major factor in the increase in user penetration, is divided into the following four phases:

时长计费模式

Time running mode

  • 单机游戏时代,游戏公司靠销售游戏光盘获利,但盗版严重

    In the monogamous age, game companies profit from selling games CDs, but piracy is serious.

  • 网游出现后,开始按时长计费销售点卡,帮助游戏公司走出了因盗版而难以盈利的困境

    When the net showed up, it started to run a long billing spot card, helping the game company out of a situation where piracy made it difficult to make a profit.

地推渗透网吧

  • 2001年,盛大用地推渗透网吧销售点卡,解决了网络支付的难题,打开了四五线地区市场

    In 2001, the huge penetration of Internet cafes for the sale of cards solved the problem of network payments and opened up the four or five-line area market.

  • 凭一款韩国的二线游戏《传奇》让中国进入了网游元年

    With a Korean second-line game called The Legend, China has entered the New Year of Cyberwalking.

  • 后来巨人将地推模式用到了极致

    Then the giants used the pattern of push to the extreme.

道具付费模式

prop payment mode

  • 时间付费模式用户门槛高,私服泛滥

    The pay-for-time model has a high user threshold and a proliferation of private clothes

  • 2005/06年起《热血江湖》、《征途》开始道具收费,网游渗透率大幅上升

    Fees for props started in Hot Blood Rivers and Roads since 2005/06, with a significant increase in net penetration rates

  • 利用免费模式,巨人、完美时空、网龙等迅速崛起,2007年先后上市

    Using the free model, giants, perfect time and time, web dragons and so forth rose rapidly and were listed in 2007.

ARPU和周期的平衡

ARPU and cycle balance

  • 2009年后,游戏渗透率已经很高,很难再通过商业模式创新创造用户红利

    Since 2009, game penetration has become high, making it difficult to create a user dividend through business model innovation

  • 游戏周期、ARPU提高成了运营关键。20%的玩家支撑80%的收入,厂商不得不在ARPU和游戏平衡性影响的生命周期之间微妙地掌握平衡点

    The game cycle, the ARPU increase, is the key to running. 20% of players support 80% of the income, and the manufacturer has to delicately balance the impact of the ARPU with the balance of the game life cycle.

此外,厂商的游戏玩法创新在吸引玩家方面同样功不可没,毕竟在渠道触达之后,好玩是一个游戏本源的竞争力,在20年中,游戏的可玩性也随着技术带来的玩法创新不断进化。下面列举几个典型的游戏类型与代表性游戏:

In addition, the manufacturer's game-playing innovations are equally successful in attracting players, after all, when the channel reaches, fun is a game-based competitiveness, and in 20 years the playability of the game has evolved as a result of technological innovations. The following are some typical types of games and representative games:

另外,星际争霸在局域网时代开启了电竞序幕。玩家用游戏附带的地图编辑器创作了一张自定义地图Aeon Of Strife。受它的启发,在魔兽争霸3的玩家在后者的地图上制作了DOTA地图,掀起了电竞高潮,仅在中国就创造了一个近千亿规模的行业。

In addition, Star Competitor opened the electric competition in the local area network era. Players created a custom map, Aeon Of Strife, with a map editor attached to the game. Inspired by it, DOTA maps were created on the latter's map by the Beast Competitor 3 player, which gave rise to electric competitions, creating a nearly 100 billion-scale industry in China alone.

2.1 市场特征

根据上文中提到的用户红利时期,我们将行业发展划分成端游、页游、手游三个阶段。下表罗列了三个阶段的一些具体特征:

On the basis of the above-mentioned end-of-service dividend period, we have divided industry development into three phases: end, page, and hands-on. The following table lists some of the specific features of the three phases:

从趋势上来看:

Trends:

  • 活跃CP数量在显著增加,见证了整个行业从用户数量提升带来供给提升产生的巨大虹吸效应。早期红利市场中赚到钱的CP成为蜂拥而至的标杆。而随着从业人员数量的上升,开发周期也在逐渐变短,而投入成本确在显著增加。

    The number of active CPs has increased significantly, bearing witness to the huge assortment effect of supply uplifting the entire industry from the number of users. The CPs that earn money in the early dividend markets have become the bar of crowding.

  • 新游戏数量随着行业与用户群体的扩容,增长速度越来越快,而获客成本上,虽然同期互联网的逐步盛行在中期确实显著降低了流量成本,但随后在供给增多与互联网红利消逝的双重作用下,成本仍然在快速上升。

    The number of new games is growing faster with the expansion of industry and user groups, and the cost of access continues to rise at a rapid rate, owing to the twin effects of increased supply and the loss of Internet dividends, although the gradual spread of the Internet during the same period has indeed significantly reduced the cost of traffic in the medium term.

  • 同时在互联网盛行的过程中,替代性的娱乐领域(如直播、短视频等)飞速发展带来用户体验上的内容过剩,反应在游戏行业中就是周留存率指数型下跌,游戏生命周期也从魔兽世界端游时代的10年缩减为手游时代的0.5-1年。

    At the same time, the rapid development of alternative entertainment (live, short videos, etc.) in the context of the prevalence of the Internet has resulted in over-exploitation of user experiences, reflected in the falling weekly retention index in the game industry, as well as a reduction in the life cycle of the game from 10 years in the world of beasts to 0.5-1 years in the world of hand trips.

2. 2 竞争策略

在不同阶段中,每个时代都诞生了属于这个时代的头部玩家,而头部玩家所需要的关键能力和策略也不尽相同。

At different stages, each era has given birth to the head player of the era, and the key capabilities and strategies required for the head player are different.

2001-2006年

2001-2006

市场背景以端游为主,自研能力弱。每年上市游戏数量少,基本为卖方市场。同时由于缺少网络支付手段,网吧是游戏玩家聚集的主要场所。

The market background is top-heavy, with low self-research capabilities. The number of listed games is low every year, mostly in the seller’s market.

这个阶段的核心能力是代理或自营明星产品的能力,与网吧渠道拓展能力。

The core competencies at this stage are those of proxy or self-employed star products, expanding their capacity with Internet cafes.

2007-2012年

2007-2012

市场背景中流量资源是竞争关键,门户等非主营业务运营商占比大幅提高。头部玩家自研能力提升,能参与海外竞争。

The flow of resources in the market context is key to competition, and the share of non-main business operators, such as portals, has increased significantly.

2013-今

2013 - Today

市场背景中头部企业现金流充裕,优质企业基本上市,开始资本、流量资源和产品力多维度的竞争,马太效应明显。中小游戏厂商投靠头部企业,成为内容提供商。

In the market context, top-level firms have a strong cash flow, and high-quality firms are largely marketable, starting to compete for capital, flow resources, and multi-dimensional product strength, with the Matthews effect evident. Small- and medium-sized gamers rely on top-level players to become content providers.

这个阶段的核心能力在于抓住早期手游机会窗口,通过成为内容提供商与大平台合作获得生存机会。

At the core of this phase is the ability to seize the early hand-by-hand window for survival opportunities by becoming a content provider and working with a large platform.

3.1. 短视频等娱乐方式崛起,用户红利衰减,游戏生命周期短,除少数头部游戏外,付费率和ARPU的提升空间很小

整体而言,行业竞争非常激烈,75%的游戏周期在6个月以内,王者荣耀、阴阳师等头部游戏在1-2年后开始均出现衰减。

Overall, the industry is highly competitive, with 75 per cent of the game cycles falling within six months, and head games such as the King's Glory and the Yangtze Man starting to decline after one or two years.

3.2. 寡头集中度持续提高, 中小游戏厂商生存困难

2017年两大寡头市场占有率76.2%,在新增市场中占有率95.8%,几乎垄断了市场增长机会

The two main oligopoly markets, 76.2 per cent in 2017 and 95.8 per cent in new markets, almost monopolizing market growth opportunities

头部游戏的收入空间比中小游戏厂商从容得多。相比之下,中小游戏获客成本高,游戏周期短,需要极高的ARPU才能获得盈利。

Head games have much more room for income than small- and medium-sized players. By contrast, small- and medium-sized games are expensive for customers, have a short cycle and require a very high ARPU to make a profit.

具备流量优势的头部游戏与中小厂商面临的商业模型完全不同,王者荣耀2017年MAU2亿,如果付费率10%,每月ARPU50元就能实现全年120亿流水。而游戏重度化、IP化,导致中小厂商缺少资源投入。

Head games with traffic advantages are completely different from the business models faced by small and medium-sized producers. The King honours the MAU 200 million in 2017, and if the rate of payment is 10%, ARPU 50 will be able to achieve 12 billion currents of water throughout the year.

手游带来的小游戏盛行之后,游戏生命周期进一步缩短,单个产品竞争升级到产品库的竞争,不具备产品库生产能力的中小厂商更加处于劣势,越来越多的中小公司转向内容提供商。

With the prevalence of small games brought about by hand trips, the life cycle of the games has been further shortened, individual product competition has escalated to the product bank, small and medium-sized producers that do not have the production capacity of the product bank have become more disadvantaged, and a growing number of small and medium-sized firms have turned to content providers.

  • 区块链形成了全球分布的有高付费意愿的用户群体,为游戏ARPU提供了更多的挖掘空间

    Block chains form a globally distributed group of high-paying willing users and provide more excavating space for the game ARPU

  • 区块链行业发展尚处于初期,尽管出现了ETH、EOS等头部项目,但最终的生态格局还远未稳定,对于新进入者是一个机会更加公平的市场

    The development of the block chain industry is still at an early stage, and despite the emergence of top-level projects such as ETH, EOS, the final ecological pattern is far from stable and represents a more equitable market for new entrants.

在全球范围内,区块链的用户数已经达到3000万,而区块链游戏在2017年末开始出现,并在2018年初雨后春笋般的涌现,这里将是一个全球化的新市场,有着优质的用户群,给游戏厂商一次新的公平起点的机会。

Globally, the number of users of the block chain has reached 30 million, and the block chain game, which began in late 2017 and which began in the wake of the rains in early 2018, will be a new globalized market, with a high-quality user base and a new and equitable start for gamemakers.

数据来源:IDC、GPC、CNG

Data sources: IDC, GPC, CNG

从2017年11月下旬Cryptokitties(谜恋猫)横空出世,接下来的半年里在以太坊上诞生了一个又一个区块链游戏,下面用数据来回顾一下2018年1月到5月这段时间内以太坊上的区块链游戏表现。

From late November 2017, Cryptokittis (the mystery cat) emerged, and in the following six months, a block chain game was created in the Etheria, where data are used to review the performance of the block chain game in the Bay between January and May 2018.

这五个月内,DappReview监控了总计339个以太坊上的游戏类应用,总计产生了23万ETH的交易流水,参与的玩家数量总共11万个以太坊地址。

During the last five months, DappReview monitored a total of 339 Ether game-type applications, resulting in a total of 230,000 ETH trading fluids with a total of 110,000 Etheria addresses.

1.1 用户量稳步增长,交易量受Gas价格影响

游戏玩家活跃数从年初1月2月平均日活2000左右,稳步增长到4月5月的4000-5000日活。这里面一方面是游戏数量的增加,一方面来自于更多玩家的关注。

The number of game players active grew steadily from around 2000 on average in January of the year to 4,000-5,000 in April of the month. This is an increase in the number of games, on the one hand, and from the attention of more players, on the other.

以太坊上每一笔交易都需要付出一笔燃料费(Gas fee),燃料费的平均价格反映了此时以太坊上交易的数量是否拥挤,由于以太坊上除了这些游戏之外,还承载了代币之间的转移、交易等其他使用方式,在游戏中,高昂的燃料费会降低玩家的游戏意愿(比如,为了卖出一个价值0.005ETH的道具,需要花0.01ETH的燃料费,这明显是不划算的)。

The average price of fuel for each transaction in the Tai Chamber is a reflection of whether it is crowded at this time, as it carries in addition to these games other modes of use such as currency transfers, transactions, etc. In the game, the high cost of fuel reduces the willingness of players to play (e.g., it is clearly uneconomical to spend 0.01 ETH on the sale of a tool worth 0.005 ETH).

因此我们看到了游戏中交易笔数与燃料费的价格呈负相关,在1月和5月燃料费高昂时,游戏交易笔数产生了下滑,在4月份燃料价格低点时,交易笔数达到了高峰。同时在活跃用户趋势图中,也不难发现,5月份的燃料费对于游戏用户的活跃也造成了很大的影响。

As a result, we see a negative correlation between the number of transactions in the game and the price of fuel, which fell in January and May at a time of high fuel costs, and reached a peak in April at a time of low fuel prices. In the active user trend map, it is easy to see that the May fuel bill also has a significant impact on the active activity of the users of the game.

1.2 游戏数据头部效应明显,ARPU较高

从ETH流水和用户数量分布来看,头部效应明显,超过1000 ETH流水的游戏总计只有16款,超过1000个用户的仅有24款,绝大多数的游戏流水小于100 ETH,用户数低于100.

In terms of the distribution of ETH fluids and the number of users, the head effect is clear, with a total of only 16 games with more than 1,000 ETH fluids, only 24 games with more than 1,000 users, the vast majority of games with less than 100 ETHs and less than 100.

由于区块链游戏中天然有了交易的属性,绝大多数游戏中的资产是可以由玩家之间进行交易的,所以ETH流水中有很大一部分是玩家之间的交易流水,开发商仅在其中抽一笔2%-5%之间的交易费用。ARPU的计算并不能单纯地使用ETH流水去除以玩家数量。

Because of the natural nature of trading in block chain games, most of the assets in the games can be traded between players, a large proportion of the ETH fluids are traded between players, and the developers charge only between 2 and 5% of the transaction costs. ARPU calculations do not simply use ETH to remove the number of players.

区块链游戏的虽然玩家不多,但是目前的这些玩家群体都是高付费意愿和能力的用户,下面举两个实例。

While there are few players in block-chain games, these groups of players are now users of high-paying will and ability, as two examples are given below.

EtherBot.io是一款机器人对战类的区块链游戏,靠着前端不俗的表现力吸引了大量玩家关注,1月27日到2月13日在两周左右的时间内,游戏预售了3900个机器人零件宝箱,总计1100ETH的净收入。游戏中只有这3900个初始宝箱,不再发行,没有参与预售的玩家如果要玩游戏只能从别人的手里去购买开出来的机器人零件。

EtherBot.io, a robot-to-war block chain game that attracts a great deal of attention from players on the basis of its preposterous performance, pre-sold 3,900 robotic parts boxes for a two-week period or so, from 27 January to 13 February, for a total net income of 1,100 ETH. Only 3900 initial boxes are out of circulation, and players who do not take part in the presold play have to buy the built robot parts from someone else if they want to play the game.

3月4日开始,游戏的交易功能和战斗功能上线,第一天游戏内道具交易达到169.7ETH的小巅峰,之后一路下滑,现在每天的交易额已经低于1ETH,活跃用户小于20。游戏的全生命周期中,总共玩家数量1400人,如果我们不考虑后面的玩家间交易额抽成,仅考虑宝箱预售的收入,ARPU大约有0.78ETH(按照6月份ETH的价格约等于2400元)

Starting on March 4, the game's transactional and combat functions went online, and trading in props on the first day of the game reached a small peak of 169.7 ETH, which has been down since then, and now stands at less than 1 ETH per day, with an active user of less than 20. The total number of players in the entire life cycle of the game is 1,400. If we don't take into account the later amount of inter-player transactions, only the revenue from the pre-sale of the treasure box, ARPU is about 0.78 ETH (equivalent to approximately $2,400 at June ETH prices)

EtherOnline是一个基于区块链技术的多人在线RPG游戏,从四月初上线开始预售,一直到5月中旬开启道具交易所之前,总计收入432ETH,总充值玩家数量403人,ARPU达到了1.07ETH,其中充值金额超过3ETH的大R有32人,排行第一名总计花费约19ETH。

EtherOnline, a multi-person online RPG game based on block chain technology, was pre-saled from the beginning of April until the start of the prop exchange in mid-May, with a total income of 432 ETH, with a total of 403 full-value players, ARPU reached 1.07 ETH, with 32 large Rs above 3 ETH, with a total cost of approximately 19 ETH in the first row.

看起来这些游戏的ARPU非常之高,但实际上,现有的区块链游戏玩家很大一部分都有投机的心理,游戏资产增值的可能性是付费动力之一。

It appears that these games have a very high ARPU, but in practice a large proportion of existing block chain players have speculative ideas, and the possibility of adding value to their assets is one of the paying incentives.

1.3 付费/交易用户比例高,资深大R撑起半边天

在11万用户中,有27%的用户在游戏中付费或者购买过其他玩家的道具。其中交易流水超过 1 ETH的总计9594的用户,占总用户数8.7%,这里面超过100 ETH交易的大R用户有286个。

Of the 110,000 users, 27% paid for the game or purchased the props of other players. Of these, a total of 9594 users, or 8.7%, traded more than 1 ETH, with 286 large R users trading more than 100 ETH.

再看看玩家的重合度,玩过10个以太坊上区块链游戏的玩家仅有440个,超过5款的也仅有两千多个,绝大多数都是尝鲜性质的玩过1-3款。也就是说全球范围内,算是资深区块链游戏玩家的,也只有不到三千人。

And looking at the overlap of players, there are only 440 players who have played 10 E-Thai upper block chain games, and more than 2,000 players who have more than five, the vast majority of whom have tasted fresh ones of one to three. This means that globally, they are senior block chain players, and there are fewer than 3,000 people.

这其中,交易流水排名前30的大R,平均游戏数量19.6个,可以说是区块链游戏领域的资深大R。

Of these, the trade stream ranks top 30 big Rs, with an average of 19.6 games, which can be said to be senior big Rs in block chain games.

1.4 生命周期偏短,换皮新游居多

目前大部分区块链游戏玩法相对单一,游戏性较低,生命周期都比较短,仅有37款游戏的生命周期大于2个月,超过50%都不超过7天。其中生命周期最长的游戏以CryptoKitties(谜恋猫)和Etheremon(以太小精灵)为代表。

Most block-chain games are now relatively homogeneous, less playable, and have a shorter life cycle, with only 37 games having a life cycle greater than 2 months and more than 50% less than 7 days. The longest games are represented by CryptoKittys and Ethemon.

今年的2月-3月,大量区块链游戏出现,其中换皮类游戏居多,一种是类似于CryptoKitties(谜恋猫)的宠物交易类,另一种是借鉴CryptoCountries(加密国家)的ERC 721 Token虚拟资产交易类,但事实上,这些换皮作品虽然开发周期短、成本低,生命周期大多不超过2周。到了4月份出现的新游戏,以原创居多,包括爆款EtherOnline(以太传奇)和EtherGoo都是这个时间的代表作。

In February-March of this year, a large number of block-chain games emerged, including more leather-change games, a pet trade similar to CryptoKittys, and a virtual asset-trading ERC 721 Token based on CryptoCountries (encrypted country), but the fact is that these leather-change works, although developed in short, low cost and mostly for less than two weeks. By April, new games appeared with more original creations, including EtherOnline (in too many legends) and EtherGoo.

2017年11月横空出世的CryptoKitties(谜恋猫)成为以太坊上第一个现象级的区块链游戏,也是至今为止生命周期最长的游戏类DApp,曾创造了单日14000+日活跃地址记录(2017年12月09日),一度造成以太坊交易堵塞,截止到4月30日总交易额为43067.04 ETH。

The CryptoKittys, which emerged in November 2017, became the first-ever phenomenon-level block-link game in the Etheria and the longest-lived game type to date, Dapp, which created a single-day 14,000+-day active address record (December 09, 2017), which caused the blocking of Ether Chamber transactions, with a total transaction value of 43067.04 ETH as at 30 April.

从传统游戏玩家的角度来看,这并不是一个真正意义上的完整游戏,仅仅是区块链的“交易属性”和“资产唯一私有的特性”给人们带来的新鲜感。同时这也是第一个从游戏机制到UI设计来说,整体“完成度”较高的区块链游戏,其他同期的小游戏DApp基本是在原型或者demo阶段。

From the point of view of traditional game players, this is not a truly complete game, but a fresh sense of the "trading attributes" and "only private attributes" of the block chain. It is also the first block chain game to be a high-achievement overall from the game mechanism to the UI design, and the other small game DApp is basically at the prototype or demo stage.

加密猫的里程碑意义在于,它证明给所有人,在以太坊上并不是只有代币发行这一个应用,有更大的想象空间和场景可以去发挥和创造。目前加密猫依旧保持每天约4000左右的交易,300-500之间的活跃用户。

The milestone of encrypting cats is that it proves to everyone that in Etheria there is not only a token for this application, that there is much more room for imagination and landscape to play and create. The encrypting cats are still around 4,000 transactions per day, with active users between 300 and 500.

币市从一月底开始进入熊市,这间接地促成了2月-4月这段时间内几类游戏的走红。

The currency market entered Bear City at the end of January, indirectly contributing to the growth of several types of games during the period February-April.

博彩类游戏,因为有了透明的智能合约,玩家可以检查代码清楚的知道庄家优势是多少,有没有作弊,这类游戏2月时在国外非常火爆。

Gambling games, because of transparent intellectual contracts, the players can check the code clearly to see how well the dealer is and whether he cheats, and these games were very hot abroad in February.

虚拟资产交易类,虚拟资产以ERC 721 代币的形式在以太坊上进行发行和交易。其中最现象级的游戏莫过于CryptoCountries(加密国家),在春节期间创造了7天4.5万ETH交易流水的天量记录。

Virtual asset transactions, where virtual assets are issued and traded on the Taiku in the form of ERC 721 tokens. None of the most prevalent games is CryptoCountries (encrypted country), which creates a 7-day daily record of ETH transactions during the spring season.

加密国家中每一个国家是一个独立的ERC 721 token,任何玩家都可以进行购买,但下一个玩家必须以更高的价格(1.2倍价格)才能从上一个玩家手中买走,中间差价的收益由上家收走,开发者仅在交易中抽取2-5%的手续费。

Each of the encryption countries is an independent ERC 721 token, which can be purchased by any player, but the next player must have a higher price (1.2 times the price) to buy from the previous player, the proceeds of the intermediate difference being collected from the previous home, and the developers only charge 2-5 per cent of the transaction.

不难看出,这本质上是一个击鼓传花的游戏,投机客们也逐渐发现了这类游戏的缺点,强制买卖,单一机制,虚拟资产没有强背书也就没有长期持有价值。后面出来的同类游戏交易量断崖式下滑,生命周期仅仅几天。

It is easy to see that it is essentially a game of drumming, and speculators are gradually discovering the shortcomings of such games, forced trading, single mechanisms, virtual assets without strong endorsements, and no long-term value. The same types of games that come out later fall off a cliff, with a life cycle of just a few days.

在浮躁的大环境下,独立开发者James默默做出了第一块区块链上的放置类游戏——EtherGoo。新颖的游戏机制碾压了市面上已经凉凉的交易类、庞氏类游戏,引来太坊游戏爱好者纷纷赶在第一时间入场体验,一度造成以太坊拥堵,仅仅一天多就完成了40000余次交易。

In a vexing environment, independent developer James Mimmer made the first set of placement games on the block chain -- EtherGoo. The innovative game mechanism crushes the already cool trades on the market, Ponzi-type games, prompting the first-time experience of game fans, once creating a crowd of Ether, completing more than 40,000 transactions in just one day.

EtherGoo成功登顶游戏类排行榜榜首,日活一度近5000用户。开发者一直在不停地修改游戏的平衡性,来延长游戏的生命周期,其成功的原因在于:

EtherGoo has been at the top of the game class list, with daily life at close to 5,000 users. The developers have been constantly changing the balance of the game to extend its life cycle because:

  • 免费的Goo货币设定和工厂的生产逻辑降低了游戏的门槛,增加了玩家的活跃度

    Free Goo currency setting and factory production logic lowers the playing threshold and increases player activity

  • 战斗类动物的设定和PvP机制增加了游戏的可玩性、策略性和玩家的互动

    Combat animal settings and PvP mechanisms increase playability, strategy and player interaction

  • 分红机制和抽奖机制吸引了目前主流区块链游戏玩家

    The red system and the draw mechanism have attracted the current mainstream block chain players.

EtherGoo的火爆成功地让区块链游戏玩家重新看到了希望,同时期,机制复杂、玩法多样的游戏开始慢慢浮上水面。

The EtherGoo fire succeeded in giving new hope to block-chain players, while complex, multi-playing games began to surface.

同时期已经出现了多个针对于ERC721代币的游戏资产交易所,包括OpenSea、Rarebits等等。

During the same period, there have been a number of games and asset exchanges for the ERC 721 Generations, including OpenSea, Rarebits and others.

2017年11月至2018年4月是区块链游戏的1.0时代,主要有以下几个特征:

The period from November 2017 to April 2018 was the 1.0 age of block chain games, with the following main features:

  • 野蛮生长

    {\bord0\shad0\alphaH3D}A barbarous growth

  • 开发者以个人和小团队为主

    Developers focus on individuals and small teams

  • 金融属性强,游戏属性弱

  • 生命周期普遍短

  • 玩家画像以投机者和币圈用户为主

    Player portraits are dominated by speculators and currency circle users

3. 区块链游戏2.0时代开启

3. .

从今年4月开始,区块链游戏的迭代速度明显加快,区块链游戏已经正式进入了2.0时代,更1.0时代相比,主要的特征在于以下几点:

Since April of this year, there has been a marked acceleration in the iterative speed of block chain games, which have officially entered the 2.0 era, with the following features being the main features compared to the 1.0 era:

  • 中小型游戏厂商跑步入场

    Small- and Medium-sized Game Factory Run-in

  • 画面精良

    /strang'

  • 游戏性增强,游戏种类多样化

    more games, variety of games

  • 预售先行、快速开发

    Pre-sale, fast-track development

  • 早期红利、快速盈利

    Early dividend, quick profit

  • 投融资机会逐渐出现

    investment opportunities are emerging

代表案例:

Representative cases:

EtherOnline(以太传奇)作为一款原创RPG区块链游戏,让玩家们眼前一亮,在绝大多数宠物养成类游戏仅限于倒卖、繁殖和挖矿的时候,以太传奇已经开始在游戏性上做出了一定的突破。游戏中宝箱、装备、交易、PVP等核心逻辑全部由智能合约完成,在上线一个多月的时间里便获得近200万的收入。

EtherOnline, as an original RPG block chain game, brightens the players'eyes. At a time when most pet-based games are limited to reselling, breeding, and mining, the legends have begun to make some breakthroughs in play. The core logic of the game, such as treasure boxes, equipment, transactions, PVPs, etc., is all done by smart contracts, earning nearly 2 million in more than a month.

细胞进化是第一款基于区块链的去中心化的沙盒经营策略游戏,所有的玩家扮演一个细胞族群。在这个族群里,玩家需要平衡总体的适应性,生存性与繁殖性。当细胞族群的方向失衡,整体将会进化失败。该游戏在星云链的激励计划中连续获得周奖和月度大奖,并获得500万元投资,由星云生态基金领投,区块链游戏平台Cocos BlockChain Expedition和Byte Capital跟投,并由DappReview担任财务顾问。

Cellular evolution is the first strategic game of decentralised sandboxing based on block chains, in which all players play a cell community. In this community, players need to balance general adaptability, survival and reproduction. When the direction of cellular groups is unbalanced, the whole of the group will evolve and fail. The game receives successive weekly and monthly prizes and $5 million in investment from the Nebulous Ecosystem Fund, cocos Blockchain Expedition and Byte Capital, with DappReview as financial adviser.

以上两个游戏,核心的游戏规则都发生在链上,但由于现有公链的性能问题以及支付工具的不便,玩家在游戏中的体验相比中心化游戏而言,仍有非常大的差距,也因此,很多游戏选择了“代币上链,游戏规则在链下”的过度方式,以下两个例子就是典型代表:

More than two games, the core rules of the game take place in the chain, but due to the performance problems of the existing public chain and the inconvenience of payment tools, there is still a very large gap between the players' experiences in the game and the centralization of the game. As a result, many games have chosen the excess of the "intergenerational chain, rules of the game under the chain", and the following two examples are typical:

NeoWorld是一个基于区块链技术的多人联网沙盒游戏,也是一个由全球用户共同协作创建的3D虚拟世界。游戏中的世界由一块块土地连接而成。用户可通过代币Nash来购买或竞拍土地,并可在自己的领地上修建各种类型的建筑设施。通过合理的布局和经营,土地可以持续给领主带来收益;而吸引其他用户到自己领地中的商业设施工作,则能收获更大回报。该游戏的规则逻辑全部运行在中心化服务器中,而游戏中的NASH是基于ETH的ERC-20代币,来作为游戏中价值的载体,及权益的证明。围绕着Nash的产出、消耗和流通,支撑游戏运作的是一套比较完整的通证经济模型。

NeoWorld is a multi-person online sandbox game based on block chain technology and a 3D virtual world created by global users in a collaborative effort. The world in the game is linked by a piece of land. Users can buy or bid land through a token, Nash, and can build various types of building facilities in their own territory. Through rational layout and operation, land can continue to yield benefits to their lords; while attracting other users to work in commercial facilities in their own territories will yield greater returns. The rules logic of the game is run in a centralised server, while NASH is based on ETH's ERC-20 token, which serves as a vehicle of value in the game, as well as proof of interest. Around Nash's output, consumption and circulation, it is a more complete economic model that supports the operation of the game.

“乐块 APP”是一款沙盒向的区块链游戏。玩家可以利用“块”自由搭建出不同的“创造物”,而“创造物”也将被记录在区块链上,可进行买卖、质押与收藏。基于移动端的Dapp解决方案成熟度、用户体验流畅度、用户的操作成本等三点考量,乐块在目前阶段,使用半中心化的方式去构建乐块世界。游戏中挖矿、乐块搭建等玩法目前均运行在服务器上,代币是以太坊上的ERC-20代币,目前乐块已经与Loom合作,准备将玩法通过侧链的方式完成从中心化到去中心化的升级。

APP is a block chain game from a sandbox. Players can freely create different creations, and creations will be recorded on the block chain for sale, pledge and collection. On the basis of the maturity of the mobile Dapp solution, user experience, user operating costs, etc., the band is currently working in a semi-centralized way to build a music world. The game's game of mining, block building, etc. is now running on the server, and the tokens are ERC-20 in the family, and the music block is now working with Loom to complete the upgrade from centre to centre through side chains.

除了越来越多的CP入场之外,随着各个主链的主网上线,为了生态的发展纷纷推出了开发者激励计划,鼓励开发者开发Dapp。星云链的激励计划与5月初开始横跨2个月,总计近3000万的奖金,吸引了大量的开发者参与,细胞进化也就是诞生于此次活动。紧接着,NEO区块链游戏开发大赛,QTUM全球黑客马拉松也都纷纷启动。在市场和资本的热度下,区块链游戏的2.0时代很快将迎来百花齐放的局面。

In addition to the increasing number of CPs, the developers’ incentive scheme was launched for ecological development, encouraging developers to develop the Dapp, as the main web line of the main chains became more and more available. Incentive plans for the nebula chain began two months in early May, attracting a large number of developers, amounting to nearly 30 million prizes, and cellular evolution was born in the event.

数据来源:dapp.review

Data source: dapp.review

**1.1游戏资产的所有权和流通性 **

在区块链上,玩家可以拥有游戏内的资产,而这些资产则有更广泛意义上的流通性。传统游戏中的积分、道具、武器、角色往往全部归开发商所有,也因此中心化的开发商有更大的权力对这些资产进行大刀阔斧的改动,甚至随意处置。游戏内的资产往往只能局限于这一个游戏内部进行流通,出了游戏之外,似乎毫无复用的价值,也从技术层面很难被再次赋予应用场景。

In the block chain, players can own the assets in the game, which in a broader sense are mobile. Scores, props, weapons, and roles in traditional games are often wholly owned by developers, and therefore central developers have greater power to make drastic changes to these assets, or even to dispose of them at will. Assets in the game are often confined to the game’s internal circulation, outside the game, appear to have no value for reuse, and it is difficult at the technical level to be assigned to the application scene again.

在区块链逻辑下,一旦游戏内的资产上链,这些积分、道具、武器、角色完全可以归属到玩家的区块链地址下面,玩家对于这个地址以及其下面的资产拥有所有权。那么我们可以设想若干个应用场景:

Under the block chain logic, once the assets in the game are in the upper chain, the points, props, weapons, roles can be attributed to the player's block chain address, and the player has ownership of the address and the assets below it. We can then imagine a number of applications:

1.1.1. 资产随时随地交易

大量的游戏是不具备道具交易功能的,当然这么设计很多时候的初衷是为了避免游戏内经济机制的混乱、延长用户游戏时间、增加开发商的收入。假设以上并不是开发者所担心的问题,那么“道具上链+移动钱包”可以实现两个用户随时随地在线上线下进行。你跟好友在吃饭时聊到最近的一个PC端游戏,打开手机钱包,看看彼此有什么样的武器装备,完成一笔交易的体验就像一次微信扫码支付一样简单,晚上回到家,打开PC登录游戏,交易完成的道具早已躺在了你的装备栏里。

A lot of games do not have prop-trading functions, of course, so often designed to avoid confusion about the economic mechanisms in the game, to extend the user's game time, and to increase the developer's income. Assuming that this is not the concern of the developers, then the prop-to-chain plus mobile wallet will enable two users to go online at any one time or another. You talk to your friends at dinner about a recent PC-end game, open your mobile phone wallet, see what kind of weapon you have, complete an experience of a transaction as simple as a micro-scann payment, return home at night, open the PC log-in game, and the instruments of the transaction are already in your equipment.

更加开放一点,交易不一定局限于一个游戏,玩家可以拿游戏A中的一把绝世好剑去换取游戏B中一把屠龙刀,只要玩家之间对交换物品的价值达成共识。交易不一定局限于单个物品,甚至将来提供账户打包,将一个游戏的所有资产打包成一个Token,一次性交易给另一个玩家,在解包这个Token成具体的游戏资产。

To be more open, transactions are not necessarily limited to a game, where players can trade a great sword in game A in exchange for a dragon knife in game B, provided that there is consensus among players on the value of the exchange. Transactions are not necessarily limited to individual items, or even to future packages of accounts, wrapping up all the assets of a game into one Token, a one-time deal to another, and disassembling the Token as a specific game asset.

1.1.2. 游戏资产复用

资产上链后因为挂在每一个玩家的地址下,对于开发商来说可以轻松的复用其他游戏的资产进行二次改造或者实现跨游戏复用。

Once the asset is chained up, because it is attached to the address of each player, it is easy for the developer to reuse the assets of other games for a second re-engineering or cross-playing.

CryptoKitties(谜恋猫)大家都知道,游戏机制相对简单,只有猫之间的繁殖和交易。在区块链的逻辑下,游戏里中的猫咪这个资产是以ERC 721的形式储存在链上,挂在每一个用户自己的地址下。有这么几款衍生游戏,KittyHats,CryptoCuddles,和KittyRace,都是由不同开发者开发的,有意思的点在于全部都是基于CryptoKitties中猫咪资产的复用。用户只要在CryptoKitties中拥有猫咪,用同样的以太坊地址登录这三个游戏,他们都可以从区块链上直接读取到玩家在CryptoKitties里的资产信息,玩家就可以在KittyHats中给自己的猫咪带上帽子,在CryptoCuddles里用自己的猫咪跟其他人战斗,在KittyRace里面去跟别人的猫咪进行赛跑。也就是说,在这三个游戏中,游戏的角色复用了现象级游戏中的角色,但是游戏的逻辑都是各自独立的。

CryptoKittys, and KittyRace, developed by different developers, are all based on the re-use of cat assets in CryptoKittys. Users with cats in CryptoKittys, log in three games in the same tautology address, can read the player's assets in CrypyHats, CryptoCuddles, and KittyRace, all of which are developed by different developers, are interested in using their cats in CryptoKittys to fight with others, and run with cats in KittyRites from the same area. That is to say, the players in these three games can put their caps on their kittens in KittyHates, but the players in each game are the logic of their own game.

对同一个生态或IP下的游戏来说,资产复用是最容易的,比如你拥有了《精灵宝可梦》中的若干个角色,在下一款同IP的游戏下,开发商可以天然的允许玩家导入之前拥有的角色资产。

For a game under the same ecology or IP, asset reuse is the easiest, for example, if you have a number of roles in Elves Dream, and in the next game with the same IP, the developers can naturally have role assets before the player is allowed to import.

对于跨IP跨游戏类型的场景下,资产复用需要经过复杂的设计以及开发商的协作,比如你在《我的世界》中搭建的城市,是否可以在一个类似于魔兽世界的游戏中出现?是否可以在一个开放世界开放星球的游戏中直接导入?

For a cross-IP game-type scenario, the reuse of assets requires complex design and the collaboration of developers, such as the city you built in My World, can it appear in a game similar to the world of monsters? Can it be imported directly into a game that opens the world to open planets?

1.1.3新的用户获取方式

传统游戏下,新的游戏往往需要重新获取用户,或者用老游戏给新游戏导流。区块链可以打破这种方式,降低获客成本,比如上述的CryptoCuddles,所有CryptoKitties的用户都是潜在可以直接转换过来的游戏玩家。如果直接复用资产涉及到IP问题,开发商也可以这样设计,只要在CryptoKitties拥有猫咪的用户,可以直接在这个游戏中直接获取一定的奖励,可以是角色、宝箱、道具等等,验证方式只需要用地址登录读取一下链上数据即可。

Under traditional games, new games often need to be retraced to users, or old games can be used to guide new games. Block chains can break in this way, reducing the cost of access, such as the CryptoCuddles mentioned above, and all CryptoKitty users are potential game players that can be converted directly. If direct re-use of assets involves IP problems, developers can also design this way, so long as they have cats in CryptoKittys, they can get a direct reward in this game, which can be a role, a treasure box, props, etc.

另外一款国产的区块链游戏《迷海征途》中也应用了类似的方式,持有CryptoKitties的用户可以在游戏中免费领取海盗猫——游戏中一种能够属性加成的道具。这样低成本的参与方式,吸引了数千个CryptoKitties的玩家在《迷海征途》的预售阶段就现将免费的海盗猫领取了。

A similar approach has been used in another national block chain game, The Trek, where users of CryptoKittys can receive pirate cats free of charge in the game -- a tool that adds attributes to the game. Such low-cost participation has attracted thousands of CryptoKitty players to receive free pirate cats during the advance phase of the Lost Sea.

这样一来,一款新游戏上线完全可以借用现有爆款游戏的用户引流,这个玩法其实类似于分叉币发糖果、新代币空投的方式,利用ETH或者EOS这类持币人数最大的币种,给持币人1:1空投自己的代币,从而非常低成本获取用户。

In this way, a new game can easily be triggered by the user of an existing pop-up game, a game that is similar to the way in which a split currency gives candy to a split currency, a new currency is dropped by air, using the currency of ETH or EOS, which has the largest number of currency holdings, to give the holder 1:1 to his own currency, thus making it very low-cost to acquire the user.

1.2 游戏开发商与玩家之间的关系

在大部分时候,游戏玩家和开发商往往是站在对立面的,一方想寻找游戏的不平衡性赚取游戏中的声望和获得游戏中的快感,另一方则通过修改游戏机制调整参数不停一遍又一遍洗用户,榨取用户的价值。

For the most part, game players and developers tend to be on opposite sides, one seeking the unevenness of the game to earn prestige and pleasure in the game and the other to adjust the parameters over and over again and over again by modifying the game mechanism to extract the user's value.

而区块链则改变了生产关系,在游戏中,开发商与玩家的关系将发生本质的改变。传统游戏运行在中心化服务器上,开发商指定规则,玩家尝试突破规则。如果游戏运行在多个节点上,而部分节点由玩家运行并给与一定激励,那会怎么样?

The block chain changes the production relationship, and in the game, the developer's relationship with the player changes substantially. Traditional games run on centralised servers, developers specify rules, players try to break rules. What happens if the game runs on multiple nodes, and some nodes are run by the player and given some incentive?

Decentraland的宏图就是让社区里开发者和玩家,成为游戏内容和应用的创造者,并从中获取收益

Decentraland's ambition is to make developers and players in the community, to be creators of the content and applications of the game and to reap the benefits from it.

开发商跟游戏玩家有可能形成一个社区,一个共识。当部分节点交付给游戏中的KOL时,游戏厂商的部分利益将跟游戏社区的利益高度一致,忠实玩家会自发地去维护游戏的平衡性,帮助开发商获取用户,延长游戏的生命周期,共建整个社区。

Developers and game players have the potential to form a community, a consensus. When part of the node is delivered to KOL in the game, some of the interests of the game makers will be highly aligned with the interests of the game community, and faithful players will spontaneously maintain the balance of the game, help developers access users, extend the life cycle of the game, and build entire communities together.

各位游戏玩家是否有过自己喜欢的游戏被关闭服务器,停止运营的经历?相信很多人会有。很多游戏由于运营不当、利益问题、收入不佳等因素不得不面临官服停运的厄运,但游戏本身可能已经聚集了若干死忠粉,他们自建了社区和讨论群,KOL录制视频,甚至有民间的线下比赛。

Do game players have any experiences with their favorite games being shut down by their servers? Many people will. Many games have to face a defunct operation because of inappropriate operation, interest problems, poor income, etc. But the game itself may have gathered a number of dead-end fans who have built their own communities and discussion groups, KOL recorded videos, and even civil races.

如果在将来游戏可以完全运营在区块链上,结果未必会这样,一方面在游戏本身的机制和运营策略上,节点运行者代表玩家,有一定话语权,可以给开发商献计献策。另一方面,就算有一天,开发商发出一版社区无法接受的更新,那么,社区的玩家们完全可以用脚投票,从原有的游戏中分叉,按照社群的意愿将游戏带入新的方向,就像是由社区节点运行的“私服”。在某种程度上,区块链可能会为游戏带来了史无前例的自由和民主。

If, in the future, the game can be fully operated on the block chain, the result may not necessarily be that, on the one hand, node operators represent the player in the game’s own mechanism and operational strategy, they have a voice and can provide advice to developers. On the other hand, even if one day the developers send out a version of a community update that is not acceptable, community players can cast a foot vote, split from the original game, and bring the game to a new direction as the community wishes, as if it were a “privileg” run by a community node. To some extent, a block chain could bring about unprecedented freedom and democracy for the game.

1.3游戏机制的相对透明

这点不难理解,当游戏的核心机制上链之后,玩家们可以查看过去只隐藏在中心化服务器中的游戏规则,这给开发商和玩家之间建立了更强的信任纽带。

It is easy to understand that when the core mechanism of the game is chained, the players can look at the rules of the game that used to be hidden only on a centralised server, creating a stronger bond of trust between the developers and the players.

在游戏机制透明的逻辑下,玩家可以清楚的知道并相信某个宝箱的开宝概率,某个稀有武器是不是真正稀有,开发商所承诺的是否真正兑现。在传统游戏源代码黑箱的情况下,这些完全可以由游戏运营方随意调节。"全服绝世橙武"可能在游戏下一个版本中跌下神坛人手一把,这种情况在传统游戏中再常见不过了。但在区块链游戏的世界中,就不是这么回事了。

Under the logic of transparency in the game mechanism, players can clearly know and believe in the probability of opening a treasure box, whether a rare weapon is really rare, and whether the developers promise to deliver. In the case of the traditional game code black box, these can be easily regulated by the game operator. "All-out of the world's oranges" may fall into the hands of the gods in the next version of the game, a situation that is no more common in traditional games.

公平公正的机制,和由社区达成共识的游戏更新,给玩家带来的是更纯粹的体验。

Fair and just mechanisms, as well as the renewal of community-consensual games, provide players with a more pure experience.

1.4 新玩法新机制

就是迄今为止,大家还没有发现的点。就像在过去每一次技术的更迭和工具的诞生中,都能在游戏中看到一些创新的玩法和游戏机制。区块链也是一样,作为一个新的技术,它的特性是否能加以利用到游戏当中,探索出一些新玩法和新思路?也许此时此刻,一个俄罗斯的极客少年,或者是成都某软件园的一位独立开发者,或者是此刻在读白皮书的你,正在酝酿一个伟大的想法,或者正在付诸实践的路中,它将定义区块链游戏的一种全新玩法。而这一点,一旦被第一个人发现并公布于世,大家的思路将会立刻被激发,这可能是下一次区块链游戏爆发的拐点。

So far, none of you have found the point. As in the birth of every technology change and tool in the past, there are some innovative ways and mechanisms of play that can be seen in the game. The same is true of the block chain, as in the case of a new technology, whether its characteristics can be used in the game to explore new ways and new ideas. Perhaps at this moment, a Russian prodigal teenager, or an independent developer of a software park in the capital, or you, who is reading a white paper, is developing a great idea or, in practice, it will define a whole new game of block-chain games.

2.1 新的变现方式

这是不可回避的问题,游戏开发者也需要生存,游戏开发商也需要实现公司的商业价值。可能大多数业内人士看完上面四点价值后,第一反应是,这怎么赚钱?游戏道具因为流通性加强,原本赚N份的钱可能只能赚1份。原本黑箱的规则套路引诱玩家不断氪金,现在全都公开,大家都不傻谁来买单?

This is an inescapable problem, and game developers need to survive, as well as game developers need to realize the business value of the company. Perhaps the first reaction of most practitioners, after reading the four-point value above, is how to make money.

确实,站在开发商的角度,这些疑问实实在在。但问题在于,我们仍在用传统游戏的赚钱逻辑,套用在一个新生事物上,这个思考问题的底层假设我们需要去打破。过去的历史经验只能给我们参考,不能明确的给出落地方案。

Indeed, from the point of view of the developers, these questions are real. But the problem is that we are still using the logic of traditional games to make money and apply it to something new, and the bottom of the question of thinking needs to be broken. The historical experience of the past can only serve us as a reference, not as a definitive solution.

我们经历过互联网免费获客、增值收费、流量变现的洗礼,也经历过从一次买断到订阅方式的变迁。每一次新技术的迭代,多多少少会在变现方式上对原有的体系进行冲击。同样的,区块链可能也不例外。

We have experienced a baptism of free Internet access, value-added charges, flow realization, and a change from a buy-off to a subscription. Each time a new technology overlaps, more or less shocks the existing system in the mode of realization. Similarly, the chain of blocks may be no exception.

区块链赋予了游戏资产的稀缺性和可确权性,我们看到大量通过资产预售赚取到了第一笔不菲的收入,有EtherBots宝箱1100ETH的例子,也有ETH.Town预售人物超过1000ETH的例子,在最近ETherBots的开发团队的第二款游戏Gods Unchained,一款类似于炉石传说玩法的区块链卡牌游戏,依靠卡包预售在短短的2周内达成3000ETH的成绩。

The block chain gives a sense of scarcity and certainty to the assets of the game, and we see a large amount of income generated through the pre-sale of assets, the example of the EtherBots box of 1100 ETH, the example of the ETH. Town pre-sale of more than 1,000 ETH, the second game of Gods Unchained in the recent ETHBots development team, a block chain card game similar to the fables of stone, and the achievement of 3,000 ETHs in a short period of two weeks based on pre-sale of cards.

两周3000ETH预售收入的Gods Unchained

Gods Unchained of the pre-sale revenue of 3,000 ETH for two weeks

除了预售之外,一种更加贴近区块链的长期变现方式是交易抽成。区块链本身赋予了游戏资产极强的流通性,前面也提到了资产随时随地的交易和跨游戏跨IP的流通。如果一个游戏提供给玩家很强的创造空间,产生大量的UGC内容,而内容本身的价值由玩家之间达成共识,在这样的框架下,开发商提供内容产生的底层逻辑,生产者不断缔造有价值的内容,玩家之间不断完成内容的交易,在这样的价值流转过程中,开发商抽取一定的交易费用作为变现方式。

In addition to pre-sales, a long-term mode of realization that is closer to the block chain is transaction extraction. The block chain itself gives the game assets a strong liquidity, and it is mentioned earlier that the assets are traded anywhere and cross-playing IPs. When a game provides players with a strong creative space, generating a large amount of UGC content, and the value of the content itself is agreed among players, the developers provide the underlying logic of content, producers constantly build valuable content, and the players keep doing content transactions between themselves. In such a process, developers extract a certain transaction cost as a means of realization.

紫禁城 - 国家建筑师

Forbidden City - National Architect

举一个例子,无数的玩家化身成建筑师,在《我的世界》里建造出一个又一个雄伟壮阔的奇迹,在这个无限可能的世界里,有人建造了铁路,有人通过逻辑电路做了一个计算器,还有人实现了扫雷,还有比如“国家建筑师”这个团队在游戏中重建了“紫禁城”,很多人希望在“紫禁城”这个mod里面体验,甚至二次加工。但游戏本身并不提供mod的交易方式,我们只能通过视频去围观别人的世界,多么可惜!

To give one example, countless players have become architects, building one great miracle after another in My World, where railways have been built, a calculator has been made through logical circuits, and mine clearance has been achieved, and the team of “national architects” has rebuilt the Forbidden City in the game, and many want to experience it in the Mod, or even reprocess it. But the game itself does not provide the Mod's way of dealing, and it's a shame that we can only see the rest of the world via video!

如果内容只是由开发商产出,也许在区块链世界里会步履维艰,在这个流通性极强、玩家和社区参与的世界里,需要给到玩家和社区更大的自由度,才能实现更大的商业价值。一个炉石类的卡牌游戏,是否可以由节点运行者去发行一部分卡牌,由社区和其他节点投票通过?一个宠物养成类游戏,是否可以由用户在一定的空间内自己去设计宠物的装扮并分享给其他玩家?

If the content is simply produced by developers, it may be difficult to move in a block-chained world where players and communities need to be given a greater degree of freedom in a world of highly mobile, player and community participation to achieve greater commercial value. A card game of stone stoves can be issued by node operators and voted by the community and other nodes? A pet can be built into a game, and users can design pets themselves and share them with other players in a given space.

但简而言之,是否还有更多的变现方式,这一点是需要开发者花更多的时间去思考的问题,核心不变的是,要创造可流通的价值承载。

But, in short, whether there are more ways to realize is an issue that requires developers to spend more time thinking and, at the heart of the equation, to create a fungible carry of value.

在数据分析板块中,23万的ETH交易流水中主要是由游戏资产预售和玩家之间交易资产组成,大部分用户的属性是交易参与者,游戏不再是过去那种完全基于扩大用户规模的运营模式。这些区块链游戏的开发商主要获得的是交易手续费,充值部分很有可能要回馈给用户。因为用户质量足够高,只要模式和机制成熟,而且用户愿意参与的话,短期内不需要完全依赖于用户规模。这样至少给新团队一些生存空间,虽然长期看游戏最终还是要回归到流量生意的本质上。

In the data analysis plate, 230,000 ETH trade streams consist mainly of pre-sale and transactional assets between game assets, most of which are transactional participants, and the game is no longer the business model that used to be based solely on expanding the size of the user. The developers of these block-chain games receive mainly transaction fees, which are likely to be reciprocated to the user. Because users are of sufficient quality, they do not need to be fully dependent on the size of the user in the short term, as long as the patterns and mechanisms are mature and the user is willing to participate.

2.2 真正的挑战 - 数值策划碰到通证经济

数值策划是传统游戏中通过调节参数和算法,保证游戏平衡性,延长游戏时间的一门学问,本身已经非常复杂。当遇到了区块链,复杂难度将是指数级递增。因为游戏中的经济体系不再是只考虑一个封闭的生态,而是要考虑与整个区块链上的经济体系的交互。

Numerical planning is an inherent complication in traditional games by regulating parameters and algorithms to ensure balance in the game and prolonging the time of the game. When a block chain is encountered, the complexity is exponentially increasing. Because the economic system in the game is no longer just about a closed ecology, but about interaction with the economic system in the entire block chain.

游戏中但凡资产上链就需要建立一个token经济,就意味着游戏中的金币系统会间接的与现实中的货币挂钩,如果资产token可以无限增发,那对应的游戏资产可能无限贬值。Token经济是需要设计的,这个设计要围绕着宏观和微观,与游戏中的玩法机制相结合,token如何产生、如何分配、如何消耗、如何销毁、如何与游戏道具产生对价、如何兑换其他生态的通用token比如ETH?

Token’s economy needs to be designed around macro and micro, in combination with the game’s play mechanisms, token’s generation, distribution, consumption, destruction, price-fixing with game props, exchange for other ecology’s universal token, e.g., ETH?

如果我们把ETH类比为美元,把在以太坊上运行的一个游戏中的token类比为某个国家的货币,如果两者的汇率并不稳定,或者有机可乘,是否会出现像索罗斯做空泰铢一样,可以从二级市场击垮一个游戏的经济体系?

If we compare the ETH to the United States dollar, the Token to a country's currency in a game running on the Taiku, and if the exchange rates of the two are not stable or organic, would there be an economic system like Soros doing an empty baht that could destroy a game from a secondary market?

是有可能的。这把“双刃剑”如果设计的好,则能给玩家带来更多的激励,是的游戏资产流通和升值,如果设计的不好,则是对游戏的毁灭性打击。

It's possible. This double-edged sword, if well designed, can provide more incentives for players, for the circulation and appreciation of game assets and, if not, for the devastating impact of the game.

另一方面,结合上面的交易抽成变现方式,数值策划的一些目标也会发生变化,从游戏的盈利角度,原本的策略是通过设计尽可能的提高ARPU,而区块链游戏的目标则可能会变成尽可能地提高游戏内总交易额,类似于淘宝的GMV。

On the other hand, coupled with the above-mentioned transactions, some of the objectives of numerical planning will change, and the original strategy, from the profit side of the game, is to design as much ARPU as possible, while the goal of block chain games may become to maximize the total amount of transactions in the game, similar to the GMV for treasures.

在道具的数值设计上,也许需要进一步大开脑洞,道具的数值设计是否可以加入交易额、交易次数作为参数之一,来激励玩家之间的交易行为?这都是值得探索和思考的方向。

In the numerical design of props, there may be a need for further big brain holes, and whether prop numerical design can be added to the turnover and the number of transactions as one of the parameters to stimulate transactional behaviour among players? These are all directions worth exploring and thinking about.

2.3 区块链的基础设施仍不完善

  • 底层生态不明朗,大量游戏公链侧链在路上,标准尚未统一

    The bottom ecology is unclear, a lot of games are on the way and standards are not yet uniform.

  • 性能太差,以太坊只有不到20的tps,任何交互都需要交易费,EOS的RAM成为了炒作的标的,价格居高不下

    It's too bad, Ether has less than 20 tps, and any interaction requires a transaction fee, and EOS's RAM is the subject of a campaign with a high price.

  • 目前看到的区块链游戏都不算游戏,机制简单,生命周期短

    The block chain games we're seeing are not games, they're simple mechanisms, they're short life cycles.

  • 现有的公链系统不支持内源随机数,前文提到的部分游戏使用中心服务器计算随机过程,区块链最重要的“公开公正”特性并未能体现

    Existing public chain systems do not support internal random numbers, some of the games mentioned above use central servers to calculate random processes, and the most important “open justice” features of the block chain are not reflected

  • 合约游戏没有“会话”支持,合约无法做心跳检测,没有可靠的定时器,语法亦与游戏行业差别甚大

    The contract game does not have a session support, the contract does not have a heartbeat test, there is no reliable timer, and the grammar is very different from the game industry.

  • 道具交易所有向数字货币交易所的老路发展的趋势:“中心交易所”[云1] 成为去中心游戏生态的重要节点通证经济设计是新的人才需求,懂区块链又懂游戏的人少

    The trend of prop trading all the way to the digital money exchange: "Center Exchange" [Cloud 1] is an important node economic design for the central game ecology. It's a new talent demand. There are few people who know the chain of blocks and the game.

就像04年手游行业的初期,生态不确定,网络性能有限,装机量不高,这些都是一个阶段性问题,不是一个长期问题。

As in the early days of the 04 handicrafts industry, ecological uncertainty, limited network performance and low installed capacity, these are a step-by-step issue and not a long-term one.

2.4 周边工具及服务不完善

由于区块链游戏中地址即账户,任何游戏都需要钱包的支持去与区块链完成交易确认和信息获取。而目前绝大多数的钱包解决方案均是在网页端完成。解决方案包括最常用的Metamask,以及中文版的兔子洞口(Clevergo),另外诸多移动端钱包加入了Dapp Browser,让玩家可以在钱包里使用的网页版Dapp,比较典型的代表包括Trust Wallet、Toshi、Cobo钱包、Imtoken、麦子钱包、Buntoy等等。

Because of the address or account in the block chain game, any game requires wallet support to complete the transaction confirmation and access to the block chain. The majority of wallet solutions are currently done at the web end. Solutions include the most commonly used Metamask, and the Chinese version of the Rabbit Hole (Clevergo), and a number of mobile wallets have been added to the Dapp Browser version of Dapp, which allows players to use in their wallets, with more typical representatives such as Trust Wallet, Toshi, Cobo wallets, Imtoken, wheat wallets, Buntoy, etc.

如果想开发原生iOS或安卓上的去中心化游戏,有诸多难题需要克服:

If you want to develop a decentralized game on the native iOS or Andre, there are a number of challenges to overcome: .

1. 如何支付?开发者可以选择在App中内嵌轻钱包的方式,这样对用户而言很难去形成信任将自己的私钥导入到某一个特定的游戏中,大部分人的选择会是穿件一个新的钱包并转移少量资产来玩游戏,同时让用户对于每一个新游戏都去导入一起钱包并不是一个理想的体验。终极解决方案应该是由第三方钱包提供钱包SDK,支持deeplink方式跳转签名交易,目前仅看到Trust Wallet和Cobo钱包支持了DApp SDK,开发者可以在原生App中直接调用钱包完成支付(就像微信和支付宝一样)

1. How do you pay? Developers can choose the way that small wallets are embedded in App, which makes it difficult for users to build trust in importing their own private keys into a particular game. Most people choose to wear a new wallet and transfer a small amount of assets to play a game, while allowing users to import a single wallet into every new game is not an ideal experience. The ultimate solution is for third-party wallets to provide a wallet, SDK, which supports the deeplink way of doing signing transactions, and only the Trust Wallet and Cobo wallets are now seen to support Dapp SDK, and developers can call for payment directly in the original App (like micro-letters and payment treasures).

2. iOS和安卓账户体系及IAP。对于游戏类App的内购充值,苹果是一律要求走苹果的支付渠道并收取30%的抽成。然而在区块链之下,一方面苹果不能阻止玩家从任何其他设备,甚至直接命令行给区块链发起签名交易完成充值,另一方面苹果和安卓的硬核联盟、应用宝也无法去要求区块链游戏做到在不同端之间账户分离。因此,短期之内在链上运行的区块链游戏恐怕无法正规的上架App Store和各大安卓分发渠道,只能通过企业版和apk下载来分发。

iOS and Andre account systems and IAP. Apples are always required to take the apples' payment channels and collect 30% of their intake for the internal purchase values of the game apps. Under the block chain, however, apples cannot prevent players from completing the mark-up from any other device, even directly ordering them to start signature transactions on the block chain, while apples and Andre's hard-core alliances, applications and treasures cannot require block-chain games to separate accounts from one account at different ends.

区块链游戏的发展,从理论上分为四个阶段:

The development of the

1)可以用token直接支付,作为结算方式

1) may be paid directly by token as a settlement

这一阶段的区块链游戏使用 token 作为游戏金币产出的结算。 一些项目的数字币基于以太坊的 ERC20 标准进行制作,基于 ERC20 协议发行的 token 很容易交换和兼容可用于不同的项目和平台, Token 的持有人可以完全控制资产并且跟踪到任何地址任何数量,其流通路径可在区块链浏览器中查询。

This phase of block chain games uses token as the settlement of the gold output of the game. Some projects’ digital currency is produced on the basis of the ERC20 standard, with tokens issued on the basis of the ERC20 protocol being easily exchanged and compatible with projects and platforms that can be used differently, Token’s holders are able to fully control assets and track any number of addresses, and their circulation path can be searched in block chains browsers.

**2) 道具的去中介化、去代理交易 **

**2) De-intermediation of props, de-agentization **

以太坊的 ERC721 Token,就是一种「非同质」 token 的标准范例。而之前大火的CryptoKitties,就是非同质 token 的代表性应用。所以,不论是游戏中的道具、装备、还是任何角色,都可以用非同质 token 来表达。这个 token 代表了你对这件道具的所有权,可以脱离游戏去买卖交易。

ERC721 Token is a standard example of "non-homogeneous" token. CryptoKittys, formerly a fire, is a representative application of non-homogeneous token. So, whether the props, equipment, or any role in the game, can be expressed in non-homogeneous token. This token represents your ownership of this prop and allows you to buy and sell transactions outside the game.

该阶段解决了玩家之间道具脱离游戏在链上交易、甚至是不同游戏里交易的问题。由于这个过程是去中介的,理论上到达该阶段之后,玩家就不需要像 5173、交易猫这样的道具交易平台了。你不再需要把账号密码给到一个交易平台上的代理人,那个代理人起到平台信誉担保的作用,一边收了买家的钱,把钱给到你,然后再一边把装备和账号给到买家,中间赚取差价。

This phase solves the problem of transactions between players in chains, or even in different games. Because this process is an intermediary, theoretically, the player does not need a prop trading platform like 5173, a trade cat. You no longer need to give the account number code to an agent on a trading platform who acts as a guarantee of the platform’s credibility and collects the money from the buyer, gives it to you, then gives the equipment and the account number to the buyer and earns the difference.

3)关键规则上链运行

3) Key rules are chained

如何才能保证我作为玩家不会被反复洗呢?不会说得到一件橙装之后,下个月的运营活动里就被快速贬值呢?第三阶段应该实现的功能,就是比如高级道具的掉落、金币产出规则等上链运行,游戏运营方将这些关键规则在区块链上以智能合约的形式实现,在区块链浏览器的支持下,规则对玩家是公开、透明的。

How can I be assured that I will not be re-washed as a player? What about the rapid devaluation of next month’s operations without an orange suit? The functions that should be achieved in the third phase, such as the fall of high props, the gold-yielding rules, etc., that the game operators use these key rules as smart contracts in the block chain, and that the rules are open and transparent to players with the support of a block-chain browser.

4)游戏整体上链运行

4) The whole game runs up the chain

这个阶段的脑洞就比较大了。在理想形态下,行业的最终形态可能是游戏整体上链运行,游戏的全部逻辑代码都在链环境中执行,并由去中心化的区块链网络承载和存储数据,在这个场景下需要可信、高效、无延迟的运行容器与轻量级的节点,用于游戏的运行。但是,目前业界尚无决定性的技术方案,各种链的性能和算力目前都不可能支撑。

The brain hole at this stage is larger. In the ideal form, the final shape of the industry may be that the entire game is running in the upper chain, that all the logical codes of the game are implemented in the chain environment, and that data are carried and stored in a network of decentralised blocks, where credible, efficient and non-delayed running containers and lightweight nodes are required for the operation of the game. However, there is currently no definitive technical solution in the industry, and the performance and arithmetic of the various chains cannot be supported at this time.

目前来看,前三个阶段都已经在以太坊上被尝试过和探索过,但由于性能问题和使用门槛的因素,很难吸引到大量的玩家,在技术层面仍需等待更好的解决方案落地。

At present, the first three phases have been tried and explored in Etheria, but performance problems and the use of thresholds make it difficult to attract a large number of players and, at the technical level, await better solutions.

3. 回归游戏的本质

3. Return to the essence of the game

现代游戏的载体和技术经历了几十年,但游戏的本质始终没有变,其实就是两个字:好玩。

The vectors and technologies of modern games have gone through decades, but the nature of the game has never changed; it is actually two words: fun.

上文花了很大的篇幅讲述了区块链能给游戏带来什么价值,但即便做了一款游戏这些价值全部实现了,它不好玩,那玩家也不会买单,更不用提社区的共识和游戏资产的价值。依旧会有很多声音会说区块链的基础设施太差,没法做出好玩的游戏,这点我不敢苟同,在2G手机网络时代有好玩的游戏,在Win95时代有好玩的游戏,在GameBoy掌机时代业余好玩的游戏,甚至很多放到现在,我们依旧玩得乐此不疲。 好玩体现在游戏的灵魂里,还不是外壳包装上。

It took a lot of time to tell us what value a block chain can bring to the game, but even if all these values are realized, it's not funny, and the player won't buy it, let alone the community's consensus and the value of the game assets. There's still a lot of voices that say that the block chain is too poorly built to make fun games, which I don't agree with. There are fun games in the 2G Internet age, fun games in the Win95 era, amateur games in the gameboy, and so much in the present, we still have fun.

也有很多声音认为区块链游戏赚钱最重要,那么一个游戏如果用户也想赚钱,开发商也想赚钱,可能么?是可能的,前提是这个游戏必须好玩,因为好玩,游戏中的UGC内容才有可能在玩家中达成价值共识,开发商制定游戏规则,玩家中有人生产,有人消费,生产者花费时间产出内容,消费者通过代币消费内容获得体验。一个没有可玩性的游戏如果想引诱玩家产生赚钱的错觉,那除了庞氏和博彩,没有其他答案。

There are also many voices that believe that the most important thing is to make money in block-chain games, so is a game where users want to make money and developers want to make money? It is possible, if the game is fun, because it is possible for the UGC content in the game to reach a consensus of values at home, the developers to set rules of the game, the people at home to produce, the people to consume, the producers to spend their time producing content, and the consumers to experience it through the consumer content of the money. A game that has no fun is possible if it is to lure players into the illusion of earning money.

对于区块链+游戏,本能的抗拒和批判在所难免,新的底层技术会赋予游戏更多的可能性和突破点,但本质依旧不变。 也只有在行业早期,每一个人都有入场的机会和入场的姿势。

Intuitive resistance and criticism are inevitable for block-chain-plus games, and new bottom-level technologies will give the game more possibilities and breakthrough points, but the nature of the game remains unchanged. Only in the early days of the industry will everyone have access and the position to enter.

除了以太坊上的那些游戏类DApp,在眼前有越来越多区块链项目投入在基础设施的完善上。典型如 Cocos-BCX,是一针对游戏需求而定制的公链,带有区块链系统互操作接口和可视化开发环境的多平台游戏运行环境 。经过多轮优化后,Cocos支持游戏行业常用的脚本语法,支持内源随机数和定时任务,允许合约在会话中执行,亦能支持同质和非同质的去中心资产交易,事务委托和即时确认特性使其具备相当高的TPS和确认速度,同时配套有跨链承兑网关 、钱包和区块浏览器套件等。

In addition to the game-type DApp in the courthouse, there are now more and more block-chain projects involved in infrastructure improvements. Typically, Cocos-BCX is a public-chain tailored to the needs of the game, a multi-platform game operating environment with interoperable interfaces of block-chain systems and visual development environments. After several rounds of optimization, Cocos supports script syntaxes used in the game industry, supports in-source random numbers and time assignments, allows contracts to be executed in sessions, and supports homogenous and non-homogenous de-centre asset transactions, entrusts services and instant confirmations of characteristics that provide them with considerable TPS and recognition speeds, accompanied by cross-link interfaces, wallets and block browser packages.

其他包括白鹭、Laya这些引擎方也纷纷进军区块链,随着这些公链项目的上线,区块链游戏的基础设施有望得到大幅提升。另外还有Loom侧链的解决方案,有Enjin+Unity的道具上链。CP层面,有游戏小作坊快速开发试错,也有游戏大厂在水下默默憋大招。

Other engines, including white quails and Laya, have moved into the military block chain, and the infrastructure of block-chain games is expected to be significantly upgraded as these public-chain projects are lined up. There is also a solution to the Loom side chain, with an Enjin+Unity prop uplink. At the CP level, there is a quick development error at the small workshop, and there are large games under the water.

**区块链的速度渗透到了各个垂直行业,第一个真正的Killer DApp有理由相信会在一年内出现,让我们拭目以待。 **

** The speed of the block chain permeates the vertical industries, and the first real Killer Dapp has reason to believe it will appear within a year, so let's see. **

1. 游戏发行平台

1. Game distribution platform

The Abyss

The Abyss是Destiny.Games公司参与开发的游戏发行平台,向玩家提供各种类型的游戏且降低它们的宣传成本。为此Abyss提供了一个激励和多层次转介系统,让玩家通过玩游戏,社交和推荐其他玩家赚取收入。这减轻了游戏开发商在传统平台上花费的巨额宣传费,把这些钱通过区块链技术给与大众玩家真实的利益。

The Abysss, a game distribution platform developed by Destiny.Games, provides players with a variety of types of games and reduces their publicity costs. For this, Abyss provides an incentive and multilayered referral system for players to earn income by playing games, socializing, and recommending other players. This reduces the huge promotional costs that game developers spend on traditional platforms, and provides real benefits to players through block-link technology.

BitGuild

BitGuild游戏平台旨在为全球游戏产业带来革命性变化和构建最大的区块链游戏社区。BitGuild通过区块链将游戏道具发送到玩家的数字钱包中,让玩家玩家真正地拥有道具以及对道具进行交易,转移的权利,极大的保护了玩家的权益。BitGuild已经与波场(Tron)建立了合作伙伴关系。多款优秀游戏已经登录BitGuild并且实现了PLAT交易。

BitGuild's platform is designed to revolutionize the global game industry and build the largest community of block-link games. BitGuild sends the game objects to the player's digital wallet through a block chain, giving the player a real prop and the right to trade in the props and trade in the props and protecting the player's rights. BitGuild has formed a partnership with Tron.

Game.com

Game.com专注打造GTC在游戏领域的全球化,通过创造和整合游戏内容的方式,提供落地的娱乐服务应用场景,助力区块链技术快速普及和发展。部署打造游戏娱乐平台直接面向全球用户运营,让玩家使用数字货币用于游戏娱乐内容的消费。现已有安卓,苹果的移动平台,上架了宠物星球游戏。

Game.com focuses on shaping the globalization of the GTC in the field of play by creating and integrating the content of the game, providing a location-based recreational service application, and helping the rapid diffusion and development of block-chain technologies. The deployment of a game-making platform is directed to global users, allowing players to use digital money for the consumption of play content. There are now Andre, the Apple mobile platform, and a pet planet game.

2. 游戏公链

2. Game Public Chain

Cocos-BCX

Cocos-BCX是面对游戏开发者的去中心化应用与数字资产的生产、管理和交易平台。拥有结合图形交互体验与区块链机制的DApp和数字资产开发环境和链上数字内容资产化、管理与交易生态的完整支撑体系,使得开发者能够低成本,高效率的进行开发,在数字资产的商业模式下持续的获得收益,Cocos-BCX也有为基础知识的交流提供社区平台。

Cocos-BCX is a platform for the production, management and trading of decentralised applications and digital assets in the face of game developers. The Dapp and the complete support system for digital content asset capitalization, management and transactional ecology in the digital asset development environment, combined with an interactive experience of graphics and block chain mechanisms, allow developers to develop at low cost and efficiently and to reap sustainable benefits under the business model of digital assets. Cocos-BCX also has a community platform for knowledge-based exchange.

Cocos提供了LUA和JavaScript支持,在链系统中实现了内源随机数和定时任务,结合事务委托和即时确认带来的高吞吐和确认性能,能够支持更多的类型的游戏在链上运行。

Cocos, which provided LUA and JavaScript support, achieved in-line random numbers and timed tasks in the chain system that supported more types of games running on the chain in conjunction with high ingestion and validation performance resulting from transactional commissioning and instant confirmation.

和一些公链不同,Cocos在链系统中实现了同质和非同质的去中心资产交易接口,并设计了“世界观”和道具表述、穿越标准,直接支持游戏内数字资产的去中介交易和跨游戏使用。

Unlike some public chains, Cocos has achieved homogenous and non-homogenous decentralised asset-trading interfaces in the chain system and has designed “worldviews” and prop presentation, crossing standards that directly support deintermediated transactions and cross-playing of digital assets in the game.

Laya.One

Laya是区块链游戏引擎和生态平台,拥有四项核心业务,他们分别是:技术领先的游戏公链Laya.chain;专门适配Laya区块链的专业游戏引擎laya.air,支持2D与3D区块链游戏研发;可以让普通玩家开发区块链游戏的低门槛游戏制作平台laya.maker;基于去中心化的区块链内容入口客户端laya.cbox。极大的方便开发者开发区块链游戏。

Laya is a block chain engine and an ecological platform with four core business lines: the technologically leading games public chain Laya.chain; the professional game engine Laya.air, which supports the development of 2D and 3D block chain games; the low-threshold game production platform that allows ordinary players to develop block chain games; and the decentralised section chain content portal client Laya.cbox.

Egretia 白鹭

{\bord0\shad0\alphaH3D}Egretia {\bord0\shad0\alphaH3D}Egretia

白鹭科技将已有的HTML5技术及产品工具相结合,成功孵化了区块链游戏开发工具集Egretia平台,面向开发者和终端用户开放,提供一站式开发工具流技术支持Egretia 区块链的 SDK,可以让使用 Egretia 引擎工具的 HTML5 游戏轻松接入区块链,让开发者快速打造一款提供统一的数字钱包通行证、智能合约、交易等区块链功能的 HTML5 游戏及应用。制作完成后白鹭还提供HTML5应用广告变现的一体化解决方案。

White quail technology combines existing HTML5 technology and product tools, successfully incubating the Egretia platform, open to developers and end users, and providing one-stop development tool stream technical support for SDKs in the Egretia block chain, allowing HTML5 games using the Egretia engine tool to easily access the block chain, allowing developers to quickly build an integration solution that provides uniform digital wallet passes, smart contracts, trades, and so on.

Ares

Ares致?于成?为基于Plasma技术的新?代可扩展的IP孵化型区块链游戏?络。围绕“上手开发”,“获取用户”,“如何盈利?”三个区块链游戏痛点提供了3点对应的解决方案:Ares suite,?站式开发解决?案,实现?效友好的区块链游戏跨链协作;Ares arena,?个0?续费社交休闲游戏平台Dapp ,以加密资产跨游戏的IP孵化模式,引爆区块链社交红利;Ares connect,连接全球商业资源的?态系统,帮助开发者将独?游戏升级为可盈利IP。

Are there? A new and scalable IP-incubation block chain game based on Plasma technology? Aggregation. Three corresponding solutions are provided around " Up-hand development ", " How to get a user? ", " How to earn a profit? ", three block-chain pain spots: Ares solution? Station development solution?

PlayBlock

PlayBlock智能娱乐平台是一个分布式的开发平台和社区,旨在让交互娱乐体验变得更加智能。该平台采用清华大学分布式系统科研团队的最新科研成果,专为下一代互动娱乐平台打造的具有先进共识算法的区块链,具有高吞吐量,低延时,高可扩展性等特点。支持Dapp跨链部署,支持主流开发工具和多种编程语言;提供移动,网页,VR/AR多种Dapp开发组件。现已落地小P部落,小P预测等移动端应用。

PlayBlock is a distributed development platform and community designed to make interactive entertainment experiences more intelligent. The platform uses the latest scientific findings of the Qinghua University distributed system research team, an advanced consensus-based block chain dedicated to the next generation of interactive entertainment platforms, with features such as high throughput, low delay, and high scalability. Supports Dapp deployments across chains, supports mainstream development tools and multiple programming languages; provides mobile, web pages, VR/AR multiple Dapp development components.

3. 电竞平台

3. Electric platform

Firstblood

Firstblood是一个基于区块链的电子竞技平台,玩家可以通过战胜其他玩家来获得奖励。Firstblood拥有全球排名对战系统、去中心化的仲裁系统解决赛事作弊以及见证人和评审团保证每场比赛结果的正确性。现已支持连接Steam进行DOTA2对战,PUBG等游戏,让玩家边玩边赚。Firstblood还与MOLD、全国高校电子竞技联赛、比特币电商Purse合作,大力推动电子竞技事业。

Firstblood is an electronic playing platform based on block chains, and players can be rewarded by winning over other players. Firstblood has a global ranking against the war system, a decentralised arbitration system to address race malpractices, and witness and jury guarantees of the correctness of the results of each game.

Electronic PK Chain 电竞链

Eclectic PK Chain chain

EPC利用区块链技术并结合区块链技术特性,建设一个公平、公开的综合性电子竞技网络。解决电子竞技行业目前所面临的信任问题及公平问题,使整个电子竞技行业更加公平、公开、高效。

EPC uses block chain technology and combines it with the technical characteristics of the block chain to build a fair, open and comprehensive electronic competition network. Addressing the trust and equity issues currently faced by the electronic competition industry makes the entire electronic competition industry more equitable, open and efficient.

有一套完善的方案搭载在EPC上,包括:电子竞技竞猜方案、游戏直播礼物打赏方案、 内容输出激励方案、 用户支撑方案,统一使用EPC代币进行奖励。

There is a well-developed set of programs on the EPC, including: the Electronic Competition Guessing Program, the game live gift reward program, the Content Output Incentive Program, the User Support Program, and the uniform use of EPC tokens as incentives.

4. 分发平台

4. Distribution platform

Refereum

Refereum是基于区块链的去中心化游戏社交推广平台。旨在降低游戏的推广成本,建立游戏开发商,流媒体和游戏玩家之间公开透明的交易平台。Refereum已经以低价上架多款游戏以及Steam积分商品,十余万玩家通过注册,推荐,直播等方式获得rfr积分得到了切实收益。它还可以移植到其他营销领域,十分有前景。

Refereum is a social promotion platform for decentralized games based on block chains. The aim is to reduce the cost of games, create open and transparent trading platforms between game developers, stream media, and game players.

ALAX

ALAX是区块链移动游戏分发平台,旨在为全球游戏产业注入新鲜血液。主要解决的是玩家支付以及开发商资金回笼的问题。通过去中心化降低传统分发平台对玩家和开发商的剥削,减少双方的花费;对于不熟悉线上/信用卡支付的玩家提供现金购买充值卡服务;开发商通过ALAX安卓SDK实现付费功能减少中间商环节加速资金回笼速度。

ALAX is a distribution platform for block-chain mobile games designed to inject fresh blood into the global game industry. The main solution is the payment of players and the repatriation of developers. By decentralizing the traditional distribution platform to reduce the exploitation of players and developers, it reduces the cost to both sides; by providing cash-purchase card services to players who are not familiar with online/credit card payments; and by developing countries to reduce the rate of financial recovery through the ALAX Andrew SDK payment function.

5. 道具交易平台

5. prop trading platform

Dmarket

DMarket 是一个以区块链和智能合约为基础的全球市场。 它可对任何平台上的所有游戏中的虚拟物品实行出售、交易、评估功能,且无需任何第三方。开发者可以将游戏与DMarket相连接来实现以上功能, 这将提升游戏的本身价值,收入和玩家的游戏时长。现在已经支持DOTA2和CS:GO,玩家通过Dmarket能够把自己在这些游戏中花费的时间精力与金钱转化成金钱或物品收益。

Dmarket is a global market based on block chains and smart contracts. It can sell, trade, and evaluate virtual items in all games on any platform without requiring any third party. Developers can connect games to Dmarket to achieve these functions, which will enhance the game’s own value, income, and player time.

Gameflip

Gameflip的区块链游戏道具交易平台由Gameflip公司建立,这家公司已经有数年游戏虚拟道具交易经验(非区块链上),运营着一个拥有数百万用户的市场。新开发的Gameflip区块链平台使用FLP代币让玩家可与其他游戏玩家直接点对点(P2P)购买、销售和交游戏道具,让玩家从辛苦赚来的游戏道具中获得巨大价值。良好的流通性和市场的自由和安全性极大地鼓励玩家购买更多的游戏道具,也让游戏厂商可以获得巨大利润。

Gameflip’s block chain game trading platform was set up by Gameflip, a company that has had several years of virtual prop trading experience (on a non-block chain) and operates a market with millions of users. The newly developed Gameflip block chain platform uses FLP tokens to allow players to buy, sell, and deal with game tools directly with other gamers, allowing players to derive great value from hard-earned games. Good mobility and market freedom and security greatly encourage players to buy more instruments, and allow gamemakers to make huge profits.

6. 区块链硬件

6. Block chain hardware

BOX.WIN

BOX.WIN平台系统是软硬一体的GCS全球游戏生态入口,旨在为广大游戏厂商和玩家群体提供一个去中心化的分布式CDN与游戏推广网络。BOX.WIN提供的Game Store是集分发、推广、留存、社区、贡献变现于一体的强大游戏发行渠道,用户可以在Game Store上消费各种游戏以及相关服务。

The BOX.WIN platform system is a soft and hard GCS global game ecological portal designed to provide a decentralised distributed CDN and game promotion network for a wide range of players and players. The Game Street system offered by BOX.WIN is a powerful distribution channel for distribution, promotion, retention, community, contribution to integration, and users can consume games and related services on Game Street.

玩客云

Playin'

玩客云是全新一代区块链共享经济智能硬件,官方定位为“私人云盘”,除了云盘的功能外,玩客云可以挖玩客币(后改名链克),是迅雷区块链产品,由于挖矿效率和上传带宽、在线时长等相关,和迅雷的下载业务可以完美结合,是目前使用最广最实用的区块链家用硬件产品。

The Bounty Cloud is a new generation of block chains sharing economic intelligence hardware, officially designated as a “private cloud” and, in addition to its functionality, the Bounty Clouds can dig for money (and then change the name to the chain) and is a product of a rapid minefield chain, which, as a result of its efficiency and associated up-and-upwidth, online duration etc., can be well combined with a rapid-wielding download operation, which is the hardware product of the most extensive and practical chain users currently in use.

关于发布方

about the publisher

本文转载自《2018年区块链游戏产业白皮书 - 新的市场 新的机遇》, 版权归属原作者。本文已获得授权转发。

reproduced in , copyright belongs to the original author.

美化布局示例

欧易(OKX)最新版本

【遇到注册下载问题请加文章最下面的客服微信】永久享受返佣20%手续费!

APP下载   全球官网 大陆官网

币安(Binance)最新版本

币安交易所app【遇到注册下载问题请加文章最下面的客服微信】永久享受返佣20%手续费!

APP下载   官网地址

火币HTX最新版本

火币老牌交易所【遇到注册下载问题请加文章最下面的客服微信】永久享受返佣20%手续费!

APP下载   官网地址
文字格式和图片示例

注册有任何问题请添加 微信:MVIP619 拉你进入群

弹窗与图片大小一致 文章转载注明

分享:

扫一扫在手机阅读、分享本文

发表评论
平台列表
美化布局示例

欧易(OKX)

  全球官网 大陆官网

币安(Binance)

  官网

火币(HTX)

  官网

Gate.io

  官网

Bitget

  官网

deepcoin

  官网
热门文章
  • 0.00003374个比特币等于多少人民币/美金

    0.00003374个比特币等于多少人民币/美金
    0.00003374比特币等于多少人民币?根据比特币对人民币的最新汇率,0.00003374比特币等于2.2826 1222美元/16.5261124728人民币。比特币(BTC)美元(USDT)人民币(CNY)0.00003374克洛克-0/22216.5261124728比特币对人民币的最新汇率为:489807.72 CNY(1比特币=489807.72人民币)(1美元=7.24人民币)(0.00003374USDT=0.0002442776 CNY)。汇率更新于2024...
  • 134 USD toBTC Calculator -

    134                            USD                        toBTC                        Calculator -
    For the week (7 days) Date Day 134 USD to BTC Changes Changes % June...
  • 0.00006694个比特币等于多少人民币/美金

    0.00006694个比特币等于多少人民币/美金
    0.00006694比特币等于多少人民币?根据比特币对人民币的最新汇率,0.00006694比特币等于4.53424784美元/32.5436 16人民币。比特币(BTC)美元(USDT)人民币(CNY)0.000066944.53424784【比特币密码】32.82795436 16比特币对人民币的最新汇率为:490408.64 CNY(1比特币=490408.64人民币)(1美元=7.24人民币)(0.00006694USDT=0.0004846456 CNY)汇率更新时...
  • 12年怎么购买比特币?比特币投资,轻松掌控

    12年怎么购买比特币?比特币投资,轻松掌控
    12年怎么购买比特币?买卖比特币可以通过以下交易所进行购买,分别是:欧易官网平台、ZG交易所、艾戴克斯交易所、C2CX交易软件、BaseFEX交易APP、波网交易平台、安银交易所、BitMart交易软件、紫牛币交所交易APP和澳网(AOMEX)交易平台等等十大平台下载,高效安全的数字货币交易平台。How do you buy bitcoins in 12 years? Bitcoins can be purchased through ten major platforms...
  • 0.00015693个比特币等于多少人民币/美金

    0.00015693个比特币等于多少人民币/美金
    0.000 15693比特币等于多少人民币?根据比特币对人民币的最新汇率,0.000 15693比特币等于10.6 1678529美元/76.86554996人民币。比特币(BTC)【比特币价格翻倍】美元(USDT)人民币(CNY)0.000/克洛克-0/5693【数字货币矿机】10.6 167852976.8655254996比特币对人民币的最新汇率为:489,807.72 CNY(1比特币= 489,807.72人民币)(1美元=7.24人民币)(0.00015693 U...
标签列表